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What kind of format should games be done in?
  Games that are played slowly and casually over longer periods of time
  Scheduled games, perhaps done in phases, where all players come online together for an hour or so and take turns together
  Other (please explain in post)
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WhirlwindTerror
Crew

Dedicated Raider

PostPosted: Fri Dec 13, 2013 11:54 pm


so what's done is done and all, but explain to me why a convoy unit decided it'd be a great idea to jump way ahead of the protecting group in the first place?
PostPosted: Sat Dec 14, 2013 2:27 am


Game 4~
User Image - Blocked by "Display Image" Settings. Click to show.
User Image - Blocked by "Display Image" Settings. Click to show.


-------------------------- {[ --- The Mission --- ]} --------------------------

Escort Leena's caravan to the designated spot.
Mission will end when she reaches tile 55 OR Leena is defeated or she reclasses.

User Image - Blocked by "Display Image" Settings. Click to show.


------------------------- {[ --- About the map --- ]} -------------------------

This is an outdoor map. Units with the Tantivy skill will roll an 8-sided die for movement.

There is 1 unvisited house on this map.
--- 1 on tile 31

There are forests (+1 def), forts (+2 def and heals 10HP), houses (+1 res), arena (+1 def), shop (+1 res), and church (+2 res).



There could be traps anywhere on this map. Be cautious.
Beware of the trap on tile 19.
--- Tile 19 is a poison trap. (-5 HP and poison status)

There's nothing on tiles 1, 5, 6, 7, 10, 11, 12, 13, 14.

Places of special interest:
The armory
--- Trade gold for various weapons.
User Image
"Hm? Ah, welcome. What can I do ya for, today?"
[X]

User Image Iron Sword (D rank | +1 damage | range 1 | 40 uses)
Price: 300
User Image Iron Lance (D rank | +1 damage | range 1 | 40 uses)
Price: 300
User Image Iron Axe (D rank | +1 damage | range 1 | 40 uses)
Price: 300
User Image Iron Bow (D rank | +1 damage | range 2 | 40 uses)
Price: 300
User Image - Blocked by "Display Image" Settings. Click to show. Soothing Sword (D rank | +2 damage | range 1 | 10 uses | Heals by the amount of inflicted damage)
Price: 920
User Image Javelin (D rank | +0 damage | range 1-2 | 25 uses)
Price: 700
User Image Hand Axe (D rank | +0 damage | range 1-2 | 25 uses)
Price: 700
Bowgun (D rank | +0 damage | range 1-2 | 25 uses)
Price: 700


The shop
--- Trade gold for various healing items.
User Image
"Welcome, welcome... see anything that suits your fancy?"
[X]

User Image Herb (Heals 5 HP | 5 uses)
Price: 150
User Image Vulnerary (Heals 10 HP | 3 uses)
Prince: 300
User Image - Blocked by "Display Image" Settings. Click to show. Concoction (Heals 15 HP | 3 uses)
Price: 1000
User Image Pure Water (Temporarily increases Resistance by 5; effect decreases by 1 each turn)
Price: 600
User Image Fire (E rank | +0 damage | range 1-2 | infinite uses)
Price: 150
User Image Thunder (E rank | +0 damage | range 1-2 | infinite uses)
Price: 150
User Image - Blocked by "Display Image" Settings. Click to show. Wind (E rank | +0 damage | range 1-2 | infinite uses)
Price: 150
User Image Heal (E rank | +5 heal | range 0-1 | 30 uses)
Price: 600


The church
--- Trade gold for direct healing. 5 gold per HP

The arena
--- Gamble for exp and higher amounts of gold. Visiting once uses up your action phase. You're only allowed 5 visits per game.
Note: By deciding to participate in the arena, you accept the risk of losing health or possibly dying.

After you visit the arena, FS will randomly generate an opponent. You have the option of fighting or fleeing. If you stay to fight, you and the RNG foe need to roll one 10-sided die add your strength or magic then subtract the enemy's defense or resistance stat. Both combatants will be using their most basic weapon so there's no extra damage modifier. Whoever does the most damage wins the match. Simple as that.

So the formula looks like this: # rolled + your Str/Mag - enemy's Def/Res = total damage

Also even if you lose, the price doubles the next time you visit.

--- Hall of Combatants
--------- Mihira - 4 wins 0 losses (4/5 visits)
--------- Vika - 4 wins 0 losses (4/5 visits)
--------- Ziaram - 3 wins 0 losses (3/5 visits)
--------- Shinon - 1 win 1 loss (2/5 visits)
--------- Seth - 1 win 0 loss (1/5 visits)

------------------------- {[ --- Enemy spotted --- ]} -------------------------

There are 16 enemies currently on the map. They are:
--- 1 x Boss (Ali) on tile 53
--- 1 x Mini boss (Jaren) on tile 47
--- 1 x Myrmidon on tiles 37
--- 2 x Archers on tiles 48 & 50
--- 3 x Mages on tiles 20, 22, & 47
--- 1 x Fighter on tile 43
--- 5 x Barbarians on tiles 1, 3, 5, 40, & 41
--- 2 x Thieves on tile 3

Both thieves on tile 3 will drop an Arms Scroll upon death.
All of the barbarians will drop 50 gold each upon death.
Jaren will drop 500 gold upon defeat.
Ali will drop an Herb, a Provoke Scroll, and 1,000 gold upon defeat.

3 enemies will level up after one attack. They are:
--- Barbarian on tile 3 (+1 HP)
--- Mage on tile 20
--- Archer on tile 48 (+1 HP)
3 enemies will level up after two attacks. They are:
--- Mage on tile 22
--- Myrmidon on tile 37 (+1 HP)
--- Archer on tile 50 (+1 HP)

---------------------- {[ --- How you doing, pal? --- ]} ----------------------

Vika is down to 15 / 19 HP.
Ziaram is down to 4 / 16 HP.
Shinon is down to 8 / 16 HP.
Leena is down to 10 / 15 HP and is poisoned for 5 more turns.

------------------------- {[ --- Oh by the way... --- ]} -------------------------

Isadora, Seth, and Leena have a weakness to fire magic and horse slaying weapons.

Vika has a weakness to wind magic, bows, and laguz slaying weapons.

Mihira has a weakness to thunder magic, bows, and dragon slaying weapons.

The team's skills

Rin
Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); passive
Healtouch: Restores an extra 5HP when healing allies; Passive
Underdog: Def & Res +2 when user's level is lower than the enemy's; Passive

Isadora
Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive
Canto: Continue moving with leftover range after performing an action; passive
Guard: Take all damage for friendly unit of choice on the same space. (if unit of choice moves from space, the skill is ineffective)
Rally Resistance: Roll a 10-sided die to add to an ally's resistance.

Ziaram
Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; passive
Pursuit: For attack, roll two 8-sided dice
Parity: When attacking, ignore terrain bonuses; Passive

Shinon
Prescience: Damage +2 when attacking an enemy that is at full health
Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow)
Provoke: Provoke all surrounding enemies to attack you instead of others, if they are in range of you; Passive

Mihira
Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive
Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted
Defender: Defense and Resistance +1 to allies on the same space

Vika
Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive
Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive
Shade: Go unnoticed by enemies, causing them to attack another friendly unit if there is another one in their range. If not, you will be attacked; Passive

Seth
Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive
Canto: Continue moving with leftover range after performing an action; passive
Pavise: Take less damage from next round of enemies' attacks by 10-sided die amount

Leena
Convoy: All items that units must remove from their inventory when getting an item when their inventory is maxed out to go straight to the Transporter's inventory; Passive
Stockpile: Inventory space of number of allied units x5; Passive (Ex: With 4 allies, the Transport would have the inventory of 4x5=20)
Prayer: When HP is 10 or less, Defense and Resistance +5; passive


The enemies' skills
Ali
Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; passive
Pursuit: For attack, roll two 8-sided dice
Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)

Jaren
Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; passive
Pursuit: For attack, roll two 8-sided dice
Empty Mind: Immune to mental status afflictions (Berserk and Fear)

Archer
Prescience: Damage +2 when attacking an enemy that is at full health
Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow)

Mage
Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack)
Tomefaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away

Fighter
Zeal: Damage +2 for turn if attacked during last enemy phase; passive
Counter: Deals back half of damage received from adjacent enemies; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)

Myrmidon
Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; passive
Pursuit: For attack, roll two 8-sided dice

Barbarian
Gamble: For attack, roll an 8-sided die. If result is even, do +4 damage, if result is odd, take +4 damage from targeted enemy's next attack
Despoil: Obtain Bullion (S) from the enemy if enemy is defeated; passive

Thief
Locktouch: Open doors and chests
Steal: Steal offhand item or weapon from enemy
Cultivate: All attacks inflicted upon this unit give double exp

Ninja_Maiden
Crew

Skilled Cleric


Ninja_Maiden
Crew

Skilled Cleric

PostPosted: Sat Dec 14, 2013 2:59 am


Here's my advice for you guys.

Leo: Go to tile 12 and heal Ziaram.
Isa: Go to tile 9 and wait.
Nom: Stay on tile 8 and attack the barbarian on tile 3.
Shinon: Go to tile 12 and attack the barbarian on tiles 3.
Vaida: Stay on tile 8 and kill the barbarian on tile 3 if he hasn't died yet or attack a thief.
Vika: Stay on tile 8 and kill the barbarian on tile 3 if he hasn't died yet or attack a thief.
Seth: Go to tile 7 and wait.
Sue: Try to go to tile 12 or 14. If you roll a 1 in movement, use a Vulnerary.

Reasoning:
Occupying tiles 7-9 is essential to create a blockade which can protect Rin, Shinon, and Leena from direct combat this turn. Tile 8 gives +2 defense [+1 from forest (I'm taking trees on tiles to mean forest) and +1 from the arena]. I feel like at least Vika and Ziaram should be on this spot since they have the lowest defense of the melee attackers. (I'm counting Leena as support.) Seth and Isadora should be on the sides given their defensive builds and movement range. Mihira's Defender skill will give Vika and Ziaram another def boost. Tile 7 gets +1 def from a forest so it's better for Seth.

Alternate Plan: If Rin rolls a 1, she can go to 8 and heal Ziaram. Isadora goes to 7 and waits. Ziaram stays to tile 8 and attacks the barbarian. I don't think Vantage will work since his last attack was in the arena, but if it does 10 is the magic number. Shinon still goes to 12 and snipes. Mihira should go to tile 9. Vika should go to tile 12 or 14. Then Seth can go to 8 and attack something. Leena still tries to go to 12, if not go as far as she can and use a vulnerary.

Do not worry about the mages this turn! The barbarians are much closer and painful for the time being.

Next turn Vika should create a choke point at tile 14 or 15. That Maelstrom skill will come in handy.

You guys got this. Just be patient, use your head, and coordinate with your teammates.
PostPosted: Sat Dec 14, 2013 5:49 am


Misuki Marishima
Nomad Rath
Sue, it's... not your turn. It's been the same turn order since the game started, not sure why you think it's changed?
I thought since Isadora Pm'd me that I had to take immediate action. I'll save the text for my next move, I suppose. Sorry about that, I'll delete it.

Just to be clear, where is the turn order in game 4? I've really just been moving when others tell me it's my turn.


While I admit that I PMed you and the others, I was explaining what we should do on this turn as well if the plan is okay with everyone, not informing that it's your turn. My apologies if I didn't explaining clearly. sweatdrop

As for the turn order, you can find it in the second or third post on the first page. It shows the turn order of the players.

Ssbmfreak36
The big problem is the mage, and the fact that Leena is poisoned. Also I noticed that the mage on Space 20 has TOMEFAIRE, so that is a GIGANTIC problem, as if he rolls a 4, he can attack the people on space 14, creating...things. I think you and I should probably attack an enemy on space 3, me a thief for weapon triangle, and you the bandit for the same reason. This is provided the RNG is cooperative, and if not, we need to block off space 14 from the enemies. That is priority number one. I can tank hits if it comes to that, as Pavise+Massive Defense=very little damage if any. Vaida should probably attack the other Thief as well, hopefully getting rid of it, either that or finishing off an enemy me or Isa don't kill. things have gotten really hairy really fast, and we need to adjust quickly. Here's too good rolls, and happy hunting.


This is why Vika should deal with the thunder mage since Vika has both the Iote's Shield and also has higher res than any of us. And once Ziaram is healed, he can join Vika to finish the mage.

While it's good to do the weapon triangle advantage, I still think that you, me, and Vaida should gang rape gang up on one enemy and kill it, as well as you and I canto to cover Shinon and the others (if we have high movement roll). If we get rid of one enemy per turn instead of killing the enemies separately, we can lessen the damage below.

Ninja_Maiden


I will admit I thought having Ziaram stay is a terrible idea since he's the most injured person of all. But after looking at the map, it's not a bad idea about the positions (both original and alternative).

However, I think I should too attack the barbarian since I have canto so I can go back to the space after attacking. Same goes with Seth too since he's a Knight (of course, he can attack the thief too if he desires.) So if all six (five if Vika takes the alternative plan) of us attack two (possibly three or four if we manage to kill the two) enemies, it will be quicker to finish off the bottom enemies.

Jisen Meizuki
Crew

Stubborn Gifter


WhirlwindTerror
Crew

Dedicated Raider

PostPosted: Sat Dec 14, 2013 8:35 am


Or Vika could take advantage of Shade to take her last arena turn. Either way she's getting wrecked.

But Vika wouldn't do something stupid and insensitive like that, so I think that her current spot is going to provide her the most defense against incoming units. There are no magical units down below. The idea should be to clear them out, get some breathing room to heal up (and let Vika and Mihira finish their arena rounds; just because Leena got triggerhappy doesn't mean we have to forfeit a good prize on fifth turn) and generally, let's rock this. Iote's Shield negates bonuses against flying units, but that doesn't mean Vika's going to act as bait for you guys.
PostPosted: Sat Dec 14, 2013 9:40 am


My post is deleted (but I saved the text elsewhere for my next move, and I hope I'll roll a 4 again. ._.)

I apologize again for that confusion. I'll move when it's actually my turn.

I hope I didn't just screw everyone over with my last move. I didn't think I'd trigger an ambush.

WhirlwindTerror


@ Gale: I just wanted to actually get going, that's all. I didn't feel like we were going anywhere.

Misuki Marishima

Gracious Muse

9,900 Points
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  • Bookworm 100

WhirlwindTerror
Crew

Dedicated Raider

PostPosted: Sat Dec 14, 2013 10:16 am


Misuki Marishima
I hope I didn't just screw everyone over with my last move. I didn't think I'd trigger an ambush.

WhirlwindTerror


@ Gale: I just wanted to actually get going, that's all. I didn't feel like we were going anywhere.

We were going everywhere! We mopped up the houses, got items, a few of us were training to get EXP to better level later and giving Rin experience as well, and we were preparing. The only reason we're not going anywhere is because half of our players are busy and it takes us a week sometimes to get through a single round! The game itself is going at great pace.

But don't stress over it. This is a game, and a fun one at that. This isn't anything difficult to overcome. You just need to keep yourself safe while we mop these dudes up.
PostPosted: Sat Dec 14, 2013 11:49 am


WhirlwindTerror
so what's done is done and all, but explain to me why a convoy unit decided it'd be a great idea to jump way ahead of the protecting group in the first place?

Quoted for ******** truth.

I was one round away from finishing the arena and I straight up said what I wanted to do and asked if you could pass out the things you bought and then very next post you said you would. And then before everybody is ready or even in good health you just.... like, I'm not going to pretend here. I'm kind of peeved. You didn't ask if it was okay to move ahead. You didn't discuss anything from what I can see. Except doing the opposite of what you said you'd do when I asked.


WhirlwindTerror
Misuki Marishima

@ Gale: I just wanted to actually get going, that's all. I didn't feel like we were going anywhere.

We were going everywhere! We mopped up the houses, got items, a few of us were training to get EXP to better level later and giving Rin experience as well, and we were preparing. The only reason we're not going anywhere is because half of our players are busy and it takes us a week sometimes to get through a single round! The game itself is going at great pace.

But don't stress over it. This is a game, and a fun one at that. This isn't anything difficult to overcome. You just need to keep yourself safe while we mop these dudes up.

Further quotation for truth.

I'm not worried about myself here, Mihira's beastly starting defense will keep her safe and we'll worry about the mages when we need to. But holy ********> please pay attention to this topic and do what you actually tell people you're going to. I'm not saying ask permission from everybody to do something with every turn. But just not paying attention to team member's health and ignoring the plans people have said they're going to do is not cool. Like Gale said it's just a game, so I'll get over it, but I'm just saying. For future reference. Please.

Anyway
... There's like 3 plans here people, so hell if I know what to do right now. Mihira can tank and buff at the same time, so people can gather up with her. This can be space 8 or 12. Are we going offensive or defensive?

Here's my take: Getting a tank on 7, 8 and 9 should work. We've got vulneraries, a cleric and can break through to the church if we need to. I think we can take out 1 or 2 of the enemies on space 3 this turn. Knights can canto, so if they get a high enough roll, hit and then canto to 7 or 9. I can stay on 8 and attack since I don't have canto. Oh s**t, we just made a wall.

Isadora can attack an enemy and then Shino should attack a different enemy so that prescience activates for axtra damage and then Seth and I can try to finish them both off. We also have Vika who should go unnoticed with Shade, so that's another attacker. I think Ziaram should back up and get healed by Rin and Leena needs to get her a** back over to us and begin passing out vulneraries. By next round, Ziaram should be able to handle a round from the enemies most likely.

It looks like in 2/3 of the existing plans, Mihira is staying where she is and attacking and I agree, so that's what I'll be doing at least.

Wyvern Lord Vaida

Dangerous Lunatic

7,525 Points
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Nomad Rath
Vice Captain

Dedicated Guildsman

PostPosted: Sat Dec 14, 2013 1:11 pm


Is nobody going to talk about the Ali mug.
PostPosted: Sat Dec 14, 2013 1:29 pm


Nomad Rath
Is nobody going to talk about the Ali mug.

Hey dat Ali mug is one of the best! And at some point in the blast (last night I think) I mentioned I liked it.

Belzayne

Lonely Girl


Cleric Evelyn

Devout Worshipper

9,800 Points
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PostPosted: Sat Dec 14, 2013 2:34 pm


I'm not going to lie and say I'm not exactly ecstatic about Sue moving ahead before the rest of us, especially when scouting isn't recommended. I get that you felt things were moving slow, but please don't be reckless next time. You're the source of our supplies, our mission goal, and quite frankly Rin would have a better time in a fight than Leena. You're support, on top of being a mounted unit. Play smart, focus on the team, and keep those supplies coming when we need them. We can get past this little bundle, so just keep us in the loop next time, yeah?

Also, Ziaram's been healed as of this post so he's clear to join the defense. As long as Leena retreats and Shinon gets into position so they can attack after being healed next turn, the injuries shouldn't be a problem. The mage is a bit too far to have a presence with a d4 movement, for now, so the village should be our priority. After we make it into the mountains, that's a whole 'nother ballgame. Canto is our friend in this situation, like it's been pointed out. With Rin having moved, 7,8,9 are the spaces we definitely need to control.

But I really need to stress that Leena is safe behind the wall since we're dealing with melee units here, so we need those vulneraries handed out as soon as we can, or at least Leena moved closer to the group so it can be taken from the Convoy.. Rin can only get to one person at a time, so we need fall-backs.

Also Eli is hot as ********>
PostPosted: Sat Dec 14, 2013 3:40 pm


Cleric Evelyn
Play smart, focus on the team

QFFE.

No, Vika's not running up to tackle that thunder mage. She's not your bait. Just because she's built more like a dual tank than the rest of the team doesn't mean she gets to get thrown in situations just because other people don't want their characters to get wrecked.

I agree with most points stated. We need to hold 7,8.9, and since four people get to attack before Vika does, Vika is going to probably be reducing numbers. Also, provided that people stay on her space or around her, she's Shaded. Vika's best bet is to stay on the arena space to take advantage of the boosted defense plus Mihira's help, and I think our first target should be the thieves as they're brittle and we have more to lose by them stealing our items. So, like Mihira, Vika's staying where she is and attacking.

And I'm echoing Vaida's strategy here, because she's ******** brilliant, and saying hold 7,8,9, and Leena? Get your a** back down there, behind our wall and pass out some vulneraries!

WhirlwindTerror
Crew

Dedicated Raider


Belzayne

Lonely Girl

PostPosted: Sat Dec 14, 2013 3:52 pm


I gotta side with Gale here. We need to take out the enemies in the village first, and we have enough offense on our side. We can take out (this is IF the RNG works in our favor) possibly all of the enemies. If not, two or three of them at most. But we need to be smart first which is to stay together.
PostPosted: Sat Dec 14, 2013 5:04 pm


Totally not a big deal, but I realized I kinda forgot a tinsy little detail on the map. So I'll just leave this right here. Don't worry about it.

User Image - Blocked by "Display Image" Settings. Click to show.

Ninja_Maiden
Crew

Skilled Cleric


Jisen Meizuki
Crew

Stubborn Gifter

PostPosted: Sat Dec 14, 2013 5:22 pm


Wyvern Lord Vaida

Anyway
... There's like 3 plans here people, so hell if I know what to do right now. Mihira can tank and buff at the same time, so people can gather up with her. This can be space 8 or 12. Are we going offensive or defensive?


Both. We're playing defensive by building a wall, but at the same time offensive since Seth and I can canto, we need to reduce the enemy number below. That way, we can minimize the damage we're receiving when we take out two (possibly three) enemies per turn (depending on our rolls for the attack.)

Nomad Rath
Is nobody going to talk about the Ali mug.


I did comment in the Blast about Ali giving us the finger. >>;

WhirlwindTerror
And I'm echoing Vaida's strategy here, because she's ******** brilliant, and saying hold 7,8,9.


You do know that half of what Vaida said is what Lethe and I said about the plan. confused

Ninja_Maiden
Totally not a big deal, but I realized I kinda forgot a tinsy little detail on the map.


We'll deal with the boulder issue later since the bottom part is our main priority at the moment. However, are the yellow spaces mark for activating the boulders? To be honest, I think any space between 23 - 30 and 36 - 35 (can't say for certain) is mostly likely to activate the boulders. After all, the enemies want us to be trapped for the boulders. >>;
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